A patch fixed up almost all of the framerate issues on PS3, and you can install a chunk of the game to HDD so it alleviates a lot of the load times. People exaggerate the problems with the PS3 version these days, and are only thinking about how it was when it released. 360 version probably is the superior version if you want as little framerate and load issues as possible, but the PS3 version is perfectly playable. I had no issues. They say other games like Red Dead Redemption and GTA4 run better on 360, and FFXIII and Dragon Age run better on PS3, but it's just minor niggles. For the prices you can pick these games up for these days, is it worth me buying the other console for just to play with a little less slowdown? Course not. Angus, if you wanna get Bayo on PS3, do it. You might notice more niggles than I would if you have it on 360, too, but for most people, it's very petty stuff that people are moaning about. It's still the same enjoyable game.
It's still not as good with the fix, and it's night and day. The PS3 version is fundamentally shoddy. Bayonetta's gameplay relies heavily on seamless movement and a solid framerate so players can plan ahead, this is severely diminished on PS3. Added to the fact the game on PS3 looks ugly in direct comparison. The fix did not even attempt to remedy some things, because of the costs involved.
PlatinumGames themselves a few months ago called the PS3 version their "biggest failure"
In an interview with Edge, Platinum producer Atsushi Inaba confessed that the studio denied handling the PS3 port of Bayonetta, opting to instead pass it off to an in-house team at its publisher, Sega.
The resulting game featured washed-out colours, a choppy frame-rate, lengthy load times and control issues.
"Throughout the game the gap in performance is colossal, and pretty much unprecedented," wrote Richard Leadbetter in Digital Foundry's Bayonetta face-off in 2009.
"The biggest failure for Platinum so far, the one that really sticks in my mind, is that [Bayonetta] port," lamented Inaba. "At the time we didn't really know how to develop on PS3 all that well, and whether we could have done it… is irrelevant: we made the decision that we couldn't. But looking back on the result, and especially what ended up being released to users, I regard that as our biggest failure."
( Edited 12.01.2013 15:06 by Linkyshinks )